
Kita Samadrah |

Kita is done, here's her crunch and fluff.
There are 3 reasons she can be on the train.
1) Accompanying another PC to our destination (or beyond)
2) Accompanying an NPC to our destination
3) Meeting a new client at our destination.
Any takers on 1?

Kita Samadrah |

Cool looking character Angie..errr Kita!! You look all ready to go, and I really like your background! Just need to change your rifle damage from 1d19...lol
Oops! Though a d19 would be a funny prank die. Fixed.

Nevitash |

Nevitash is a mercenary. He is likely either going to find work, coming from a job or on a job.

Nevitash |

@Agnar I was thinking of selling some starting stuff to maybe get a cart or an armored coat. But if I end up with a cart, I was hoping for one I could just drag along for now as an Ogren. And it was more for Buddy then Coal. The economy on Coal is not great, but it's not as bad as Serenity's gas prices. :P I honestly think Buddy is just going to be at Disadvantage for most of the campaign unless the GM lets us loot stockpiles of coal regularly. Which may be possible in this world. But since we are starting on a train we may want to wait till we get off and then we can go in for a cart once we are together as a group. Unless you are a Mercenary or would work with one for some reason. In which case we can maybe start traveling together.

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See the following for languages of the area.
Abyssal
Status: Obscure
Alphabet: Barazhad
Spoken By: Creatures of the abyssal worlds, some evil Warlocks
Dialects: No common dialects
For centuries, perhaps millennia, scholars and arcanists have studied the language of the dark worlds of demons. Most who learn this language eventually go completely mad, for many of the works penned in this language hold twisted knowledge that mortals are not meant to unravel.
Aeric
Status: Living, Obscure
Alphabet: Aeric
Spoken By: Tribes of the Winter Elves (Nyss)
The language of the Nyss Elves, only very rare individuals outside of their society would even recognize this language to hear it spoken. Its simple alphabet is much smoother than Caspian and would not easily be identified.
Caspian
Status: Dead
Alphabet: Caspian
Used By: Scholars, Artificers, Arcanists, Clerics & Monks of Morrow
Caspian is the oldest “dead language” of men (similar to Latin on Earth). It used to be the language in the area around Ancient Caspia (now the City of Caspia) back in the Thousand Cities era. This is the root language for Cygnaran and all of the modern Human languages of Immoren use the Caspian alphabet (with minor variations).
Many old historic documents and religious texts were maintained in this language so it is frequently learned by the highly educated, although it is no longer spoken. Artificer schemas and all engineering documentation materials use this language – all serious artificers know this language.
Celestine
Status: Obscure
Alphabet: Astronomie
Used By: Creatures of the star realm & astral sea, Clerics
Very few mortals even recognize this exceedingly rare script if they see it. The truest clerics of Morrow, Thamar or the other ascendants are gifted with the secrets of this language. Shyr is the only mortal language that carries any similarity.
Cygnaran
Status: Living
Alphabet: Caspian
Spoken by: Humans of Cygnar (trade language of the Iron Kingdoms)
Dialects: Swampie (+3) – River & Swamp folk; Noth (+1) – Official language of the protectorate of Menoth; Five Cant (+3) – Town of Five Fingers
Although commonly spoken, Cygnaran is not really a universal language as it has its origins within the kingdom of Cygnar proper, and at its roots the smaller more ancient kingdom of Caspia (essentially gone now except as the name of the capital of Cygnar). In the interest of trade, and because Cygnar’s has a wide reaching influence with magic and technology many of the Iron Kingdom’s natives can speak passable Cygnaran.
Dol-Rhul-Nyv
Status: Dead, Obscure
Alphabet: Rhul-Runic
Used By: Dwarves (Scholars, Judges)
This dead Dwarven language is only used in the most ancient books of Dwarven law and history. It is never taught to non-Dwarves except in the most exceptional of circumstances. It is the official language of the Moot, and all genealogical records are maintained in this language only.
Draconic
Status: Living
Alphabet: Iokharic
Spoken By: Dragons, Dragonborn, Scharde Islanders, (rarely) Arcanists
Dialects: Vulgar Draconic (+1) – Ogrun
Draconic is the second most common language spoken in the Scharde Island chain and it is the language of the Wyrm Lords court there in the nation of Cryx. Ogrun that learn this language speak it in a vulgar dialect.
Kaard
Status: Dead
Alphabet: Khardic
Used By: Khardorian Scholars, Bards (Warrior-Poets), (rarely) Wizards
The nomadic Humans of the north used this language for several centuries before the Orgoth first invaded Immoren. After the ancient tribes were smashed, this language fell into disuse and ran a danger of being lost forever – the scattered wizards, bard warrior-poets and clerics of the land have kept the memory of how the language is spoken alive. The treasured ancient oral tradition of Khador is preserved in this language, and most folk music continues to use it also.
Khadoran
Status: Living
Alphabet: Khardic
Spoken By: Humans of Khador
Khadoran is the modern language of Khador. Both the Barbarians of the wild and village folk speak the tongue and almost all folk who dwell in a city proper can read it. Khadoran features harsh consonants – most folk who speak Khadoran as their first language speak all other language with a distinct Khadoran accent that is easily recognizable (like Russians speaking English).
Llaelese
Status: Living
Alphabet: Caspian
Spoken By: Humans of Llael
Although Llael has only one official language, a large segment of the population speaks Cygnaran and this language is in danger of fading into obscurity. It remains the language of the Court of Llael however and will remain for many years to come. Llaelese has a softer more musical lilt to it than Cygnaran.
Molgar
Status: Living
Alphabet: Rhul
Spoken By: Ogrun, Gobbers
Dialects: Molgur – Og (+3): Ogrun, Gobberish (+4): Gobbers
Ogrun, Gobber and even Human tribes that live on the Scharde Islands speak Molgar in various forms all across Immoren. Molgar is a simple and versatile language that, when infrequently written, borrows an alphabet from the Dwarves.
Ordic
Status: Living
Alphabet: Caspian
Spoken By: Humans of Ord
Ordic, like Llaelese, used to be much more common than it is today. Trade has made Cygnaran common throughout Ord, but Ordic is still the official state language. Ordic is grammatically non-intuitive and generally viewed as needlessly complex.
Orgoth
Status: Dead (in Immoren), Obscure
Alphabet: Gothic
Used By: Scholars and Wizards, Some Clerics & Monks of Morrow
Orgoth writings are very rare, the odd written artifact of their culture can occasionally be found and a very few individuals still know how to speak it.
Rhulic
Status: Living
Alphabet: Rhul
Spoken By: Dwarves
Dialects: “Miner Rhulic” (+1): Dwarven Miners in other countries and Humans
Rhulic is the modern Dwarven language spoken today in all hold and fortresses of their vast mountain lands. Because the Dwarves actively trade with Khador, Llael and Cygnar; some Humans from those lands also speak this language. Ogrun who live in Rhul will also frequently speak this language fluently.
Shyr
Status: Living, Obscure
Alphabet: Shyric Glyphs
Spoken By: Elves of Ios, (rarely) Half-Elves
The cryptic language of the Elves of Ios is not widely known outside of their lands. Some rare Half Elves that have spent time in the Elven homeland come away with some understanding of the spoken language, but the written language can only be learned after years of study – and mastery can take the equivalent of a Human lifetime. A very few glyphs of this language are vaguely Celestine in appearance, but this may be a coincidence.

Kita Samadrah |

How do dialects work? If I know Cygnaran and the dialect Noth, does that count as two languages or one? What are the numbers in parenthesis by the dialect?

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@Nevitash: That sounds great! Agnar is a leaf-on-the-wind right now, so I see no reason we can't be travelling together.
It very well may be that part of the aforementioned 'hand-waving' of the coal issue the generous DM suggested might be made easier if we did have a cart, so we could just say "Yeah, all the coal is in the cart" and then that's an end to it, except for whatever monies the DM is going to charge.
Also! It might happen that, yes, we kill some bad guys and, yes, they are sitting on a very large pile of coal. This would be useless to normal adventurers, but, if we are adventurers that have a wagon, we can just load it up, and, boom, we have "enough" coal for "a while". Brilliant!
Dude, I'll just buy you the cart and the donkey. Get your armored coat. =) (It even gives me a handy place to put all this flour and goat meat I bought.)
I'll even let you name the donkey. If you fail to pick a name I will name it "Donkey". ^_^

Nevitash |

@GM Two quick questions.
Can I start with a free mechanik's toolkit since my starting ability as a controller requires it? They cost 35 gp.
If my Jack is broken and seemingly dead but without a destroyed cortex, can I just use the Patch Up ability to give it a couple of HPs each day until it is back up and moving?

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Languages: Learning a dialect of a language does count as a separate language. Ignore the '+' on the sheet...it was for an older version of the game and not relevant here.
Nev: Yes you can start with a set of Mechanic's tools...and your Jack does work...just not well!! You will actually be receiving it shortly after we begin...and the donkey and cart will also be thrown in...as a reward for the great role-playing I am sure you and Angar will be doing :-)

Evindyl |

Kita is done, here's her crunch and fluff.
There are 3 reasons she can be on the train.
1) Accompanying another PC to our destination (or beyond)
2) Accompanying an NPC to our destination
3) Meeting a new client at our destination.Any takers on 1?
Can Erryll be your +1, #1, accompanying PC?
May he also borrow from your background and actually have worked with you as the arcanist-for-hire on that caravan? Arcane Bolt ALWAYS has ammunition ... would be very cool.
Then they could follow their dream to go to Corvis so that he can join the Order of Wizardy lodge there and they can make the world better (or something)
Thanks!
LMK

Evindyl |

Languages: Learning a dialect of a language does count as a separate language. Ignore the '+' on the sheet...it was for an older version of the game and not relevant here.
Nev: Yes you can start with a set of Mechanic's tools...and your Jack does work...just not well!! You will actually be receiving it shortly after we begin...and the donkey and cart will also be thrown in...as a reward for the great role-playing I am sure you and Angar will be doing :-)
Now I have to decide what language to grovel for the membership pendant in ... ;)
Dragons are cool and everything, but what is the prevelance of language in Corvis? Erryll will know Shyr, and Celestine I think, but what would the best "trade language" or language of the city?

N-1 |

I think Corvis is in Cygnar.
Cygnar (Cygnaran), Khador (Khadroan), Lael (Laelese) and Ord (I foget) are the major nations with languaves. I think that Menoth speask Cyngaran.
If you have been a mercenary then you almost certainly spend time in Lael working for one faction or another.
Ord has avoided most of the wars other then mercs who come from there.

Kita Samadrah |

It looks like we have interest in several of us knowing each other from before, or being on the train together.
Dan, will it be too messy if Kita and others are on a job with NPCs on the train? If the opening act is going to require us to abandon a job unfinished, that could be problematic. But if we're able to get into town to deliver our NPCs, or if they die or something, then that would be okay.
Angar has expressed interest in knowing Kita from caravan guard days, and possibly being on the train with her. He and Nevitash are also considering being on the train together. Erryll has also suggested that he and Kita are travelling together (to go after that fine amulet!).
More options...
A) Kita, Erryll, Angar (and possibly Nevitash) are escorting a group of NPCs to Corvis. I was thinking maybe a group of wealthy but paranoid artificers, bringing some new 'jack technology to Corvis, wanting to be sure nobody gets their hands on their proprietary tech before they get top dollar for it?
B) Kita is escorting Erryll to Corvis, and they bump into Angar and Nevitash, whom she/they know from previous contracts together. Maybe they have NPC clients?
C) Any other thoughts/ideas?
I think Corvis is in Cygnar.
Cygnar (Cygnaran), Khador (Khadroan), Lael (Laelese) and Ord (I foget) are the major nations with languaves. I think that Menoth speask Cyngaran.
Menoth speaks Noth, which is a dialect of Cygnaran. It looks like Cygnaran is the closest language to "common" - it's the language of most trade.
Lastly - it looks like there's maybe 8 of us? What's the plan, Dan?
(Atlas)Angar - Gunmage turning Bard
(Angie) Kita - Gunfighter
(Malinor)Navitash (and Buddy) - Warcaster
(Evindyl)Erryll Reyven - Arcanist
(Shari)Rosaleen - Rogue Alchemist
(Scranford)Steyrt the unblinking - Barbarian or Bard
Jereru's character - Gunmage?
Helaman's character - ???

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Scranford has dropped out so we are at 7. I was looking for 6, but I think I can handle 7. We will have to see how it goes and if we loose anyone within the starting part of the game.
All of you can be working to get some people to Corvis, that is as good a plan as any. Each could have been hired by a different group, but now that you are all travelling together, you have decided to join and work as one to protect your charges. Let me know who is with whom and the nature of your charges.
We will get started as soon as everyone has their characters all ready!! (or Friday, whichever comes first!!)

Kita Samadrah |
1 person marked this as a favorite. |

Sweet! Would you be able to start the gameplay tab so we can dot in, and have this show up under our campaigns? I'm stoked to start this campaign.

Kita Samadrah |
1 person marked this as a favorite. |

There seems to be a lot of interest in my (very excellent) Caravan Guard background, at least informally. Dan, what would you think about this as a piece oof world-building: There is a caravan guard "guild" that holds records of legitimate and vetted guards. There's a guild office in most towns and cities, where clients and guards can find each other. Non-registered guards, like mercs for example, are also allowed to hawk their services at these offices, but the guild takes a bigger cut of the pay if they're not registered. This would also be a place to help guards connect with each other when they're in town.
Since Kita has the CG background, that could be one of the features of the background - she has access to the guild offices and can find jobs during downtime. Others can access it for a price.
I know it probably won't mean much during game play, but can help us align our backstories. And we can probably find a fun way to use it during play.

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Let me know who is with whom and the nature of your charges.
I'm ready!
Also, wait what? You want to know who we're guarding? Is there a list of the NPC's we're guarding, or do want us to start making stuff up? (I mean, I've no problem with making stuff up.)

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Rosaleen: It is the 23rd of Trineus (March), 617AR.
Kita: I like it! Go ahead and assume that every major city has a 'Warder's Guild', which includes caravan guards, bodyguards and generally guards of all types (including those 'private' guards hired by the rich to protect their property.)
Agnar: You can make it up if you want, or I can just say it is a wealthy family displaced by war and now returning home (or to a new home) in Corvis.

Kita Samadrah |

Kita: I like it! Go ahead and assume that every major city has a 'Warder's Guild', which includes caravan guards, bodyguards and generally guards of all types (including those 'private' guards hired by the rich to protect their property.)
Great! Yes, I was thinking about it this morning, and it makes sense for it more to be general Security, rather than caravan/travel specifically.

Kita Samadrah |

My bad... I had NO idea we were moving to discussion.
You found us! Yeah, we're getting all crazy up in here. What kind of character are you making? Inquiring minds and all...
PS can y'all tell I've had a boring few days at work? :)

Erryll Reyven |

Helaman wrote:My bad... I had NO idea we were moving to discussion.You found us! Yeah, we're getting all crazy up in here. What kind of character are you making? Inquiring minds and all...
PS can y'all tell I've had a boring few days at work? :)
I can tell! I can tell!

Nevitash |

It looks like we are close to ready to go.

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Given Scrantord dropped, I'll post something soon. Bard is a possibility but there's something in me that pulls in alternate directions. I was initially thinking a swashbuckling rogue but with an Alchemist I am unsure. I might go swashbuckling fighter but we aren't hurting for martial classes. The glaring opening is for a healer type...
I have a few hours before I finish work and given I work on trains, won't be free to focus on a character for a few hours. I'm refamiliarising myself with the 5e setting atm

Kita Samadrah |

Hey helaman, if you see this in the next ten minutes, would you mind moving your crunch from gameplay over to this tab?

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1 person marked this as a favorite. |
Whew
Got it off gameplay with minutes to spare
Okay, a lot of blathering below but it boils down to a burly High Tordoran Human (soldier-Officer) War Cleric or similar depending on the book that people are working from in the setting.
I've gone Str/Con heavy and I am of a mind to dump my Int from 13 to 10 voluntarily. I may drop Con to 14 to up Cha to 17...
If the game is trending the old steampunk high adventure route with so many gun types, I could make him a breastplate and rapier type just as easily.in which case I'll keep Int as 13 and change from a General Melchett/Lieutenant George type to a Lt. Harry Flashman type (but religious...ish) and do a re-write.
Question: Does the IK 5e setting book have war clerics and how are the backgrounds of soldier and noble handled?
I can probably have Gilhaut ready to go by tomorrow if given some info, and guidelines on starting equipment.
Class Skills: Religion, Persuasion
Background: TBA but if by PHB then Athletics and Intimidation
Edit: It occurs to me a lot of 5e tweaks may occur that I am unaware of including changes to human +1 to all stats and how High Tordoran and other background things work
---
Drop lowest roll and add 6, right?
3d6 12
3d6 16
3d6 13
3d6 13
3d6 17
3d6 16
human... Gilhaut.
High Tordoran
Is it still +1 to all stats? If so...
13, 14, 14, 17, 17, 18...
This is WIP as I mull a cleric...
Tordoran 4'11"+2d10 and 115 lbs + (x2d4) lbs 2d10 ⇒ (3, 3) = 6 and 2d4 ⇒ (2, 3) = 5
Faith: Morrow (Knowledge,Life,Protection,War), symbol: Sunburst of Morrow, also known as The Radiance.
So clerics do or don't get archetypes?
Why not a subclass? Clerics and paladins are recieving altered class features instead of a new subclass for their religion because religions have many different expressions. Just as gods in other settings have multiple domains their clerics may embrace, gods in the Iron Kingdoms have multi-faceted followings. These rules are designed to give religions differences while allowing multiple philosophies within each.
Sooooo... what alternate class features do I get as a cleric of Morrow? Can't find them in the book I found online. EDIT: Seems it's the wrong book... oh well. War cleric unless told otherwise.
The Morrowan faith emphasizes the individual as a potential agency of good and stresses how each person can contribute to society. Its beliefs resonate with people in many walks of life and social strata, advocating improvement through self-reflection, good works, honorable conduct, and Self-sacrifice. Core to the Morrowan faith is the idea of Volition—that every person in life makes choices that determine whetherthey will be a force for positive empowerment or for selfish gain. By association, pious Morrowans are seen as good and reliable citizens while those who succumb to the “dark path”of Thamar are seen as evil, self-serving, and destructive. This is a simplistic reduction of the subtleties of Morrow’s and Thamar’s respective philosophies, but clear distinctions appeal to the masses.
The more nuanced aspects of the Twins are left to theologians and scholars. Before his ascension, Morrow was both a philosopher and a soldier, a thinker who endorsed the virtues of peace but who allowed that armed conflict was sometimes necessary. The Morrowan faith teaches that honor can be maintained amid violent strife if applied judiciously, such as to defend the helpless. Morrow insisted the better side of man’s nature could rise to the for even amid the bloodiest of conflicts.
Str 17
Dex 14
Con 17
Int 13 - Can I drop this lower? ;)
Wis 18
Cha 14
Is the soldier and/or Noble background as per the PHB?
Born a second child of noble family, he was moved into the clergy, the conservative faith of Morrow. He was uninspiring as a student (regarded as a bit of a dull wit who had to have Literacy beaten into him) but made up for it with enthusiasm for physical pursuits and training and once the concepts of faith were driven home, a tenacious belief in the nobility and his God. Unfortunately the church is at a critical juncture - they are in danger of being politically marginised with both rulers and commoners alike as their influence ebbs and flows due to increased popularity of other movements within the political landscape. This situation could not possibly be improved by a young enthusiastic priest with no understanding of the meaning of nuance. The Church prevailed on the Crown and his family to appoint him to a military commission.
His time as an officer was marked by cheerful condescension of his troops and his "Shout, shout and shout again" style of leadership. Paradoxically he was popular with his men. His one combat engagement was when he led his outnumbered soldiers in a charge against a large group of bandits with the battle cry of "Last one at 'Em is a weedy Susan". The battle was unexpectedly won but the fight cost him half of his unit. As a result he was promoted and then shuffled around training and administration positions until his five years of service were completed.
His Church didn't particularly want him back, and his uncle regarded him as a gormless idiot. There was a brief meeting of minds and it was decided that Gilhaut would be told he would act as a travelling priest and told to be an adventurer to better understand them and their views while preaching to them the importance of loyalty to the Ancien Regime.
Now he's out in the world and it sounds like a real lark to be in the hero for hire game.
Primary Motivator: Heroism - To find valor and honor through battle or self-sacrifice
Secondary Motivator: Proselytization - To spread a belief system; indoctrinate others
Emotional Disposition: Extrovert
Moodiness: Stable
Outlook: Optimistic (Idealistic, confident, trusting, hopeful, upbeat)
Integrity: Trustworthy
Impulsiveness: Hyperactive
Boldness: Dauntless, audacious, overconfident
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Orthodox, down-to-earth, mainstream, traditional
Sense of Humour: Crude
Favorite Topics of Conversation: Soldiering, the right of nobility to rule, religion
Quirks, Habits, and Oddities: Laughs Loudly, misquotes religious texts and proverbs
Hobbies and Enjoyments: Drinking, Gambling, Wrestling
Piety: Devout
Favourite Quotes: "Tally-ho, yippety-dip and zing zang spillip! Looking forward to bullying off for the final chukka?", "Oh, dash and blast all this hanging about! I'm as bored as a castratoes wedding tackle. When are we going to see some action?", "If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through."

Kita Samadrah |
1 person marked this as a favorite. |

Ooh...he looks fun. He'll fit right in with Kita and Erryll's drunken-nights out lifestyle. Also, her Menoth faith vs his Morrow one can lead to some sweet RP. I love that list of traits, I've never seen it before. Great way to dig into the personality of your character.

Kita Samadrah |

Start without me while I crunch on through a few aspects I want to fiddle with... but going with the big hearty officer war priest.
I'll reach to the DM for some tweaks and clarifications.
12 Int... for now
16 Str
13 Cha
13 Dex
17 Wis
16 Con
Did you see your pm?

Nevitash |

So some posts have gone up. Daniel, should we all be posting to the game play or do you want to set up the starting point for when the rest of us meet those who are traveling together?

Kita Samadrah |
1 person marked this as a favorite. |

Good point, I should have got DM permission before posting to GP. I'm just excited and getting into the spirit of things. I'm not trying to take over the game.
I've been reading the rules for healing (p229), and it sounds very gritty. Being the healer may be no fun at all. Are we going to use the severe injuries table on p233? My gunfighter sure doesn't like the look of "orbital fracture". I feel like I should swap some proficiencies around to take Medicine.

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Okay wanted to customise but the DM wants to play this by the book, and that's cool.
Changing stuff up... Losing the Comic edge. I should be finished in a few hours.
Pious Essence and Knight exemplar.
Str 17 to 18
Dex 13
Con 16
Int 12
Wis 16 to 18
Cha 13
KNIGHT EXEMPLAR
You are one of the elite armored warriors of the Menite faith. You live by a strict code of absolute obedience to the Menite Temple’s priests, especially those in the scrutator caste, and follow every order without question or hesitation. You fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple those of lesser faith, you are made nearly unstoppable by the divine gifts bestowed on you by the Creator.
Ability Score Increase. Your Strength or Charisma score increases by 1.
Armor Proficiencies: Plate
Weapon Proficiencies: Hand crossbows, light crossbows, heavy crossbows, relic blade
Skill Proficiencies: Athletics, Religion
Equipment: A small reliquary, a set of fine clothes, a prayer book, and a pouch containing 15 gp
FEATURE: RIGHTEOUS ANGER
You have been trained to fight alongside a group of other knights and to protect those who stand beside you. When an enemy attack damages one or more of your allies while they are within 10 feet of you, you gain +2 STR and +2 AC for 1 round. Once you use this feature, you can’t use it again until you finish a short or long rest.

Nevitash |

I thought about going with Menoth, but at least we have one religious zealot rolling with us.

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KNIGHT EXEMPLAR
You are one of the elite armored warriors of the Menite faith. You live by a strict code of absolute obedience to the Menite Temple’s priests, especially those in the scrutator caste, and follow every order without question or hesitation. You fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple those of lesser faith, you are made nearly unstoppable by the divine gifts bestowed on you by the Creator.
Ability Score Increase. Your Strength or Charisma score increases by 1.
Armor Proficiencies: Plate
Weapon Proficiencies: Hand crossbows, light crossbows, heavy crossbows, relic blade
Skill Proficiencies: Athletics, Religion
Equipment: A small reliquary, a set of fine clothes, a prayer book, and a pouch containing 15 gp
FEATURE: RIGHTEOUS ANGER
You have been trained to fight alongside a group of other knights and to protect those who stand beside you. When an enemy attack damages one or more of your allies while they are within 10 feet of you, you gain +2 STR and +2 AC for 1 round. Once you use this feature, you can’t use it again until you finish a short or long rest.
Protectorate of Menoth
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Pilgrim’s Path. You have proficiency in the History, Religion, and Survival skills.
Citizen Soldiers. You have proficiency with simple melee weapons, martial melee weapons, light armor, medium armor, and shields.
Str 17 to 18 - Menoth
Dex 13
Con 16
Int 12
Wis 16 to 18 Faith Essence
Cha 13 to 14 - Knight exemplar
DIVINE DOMAIN: OBEDIENCE
BONUS PROFICIENCIES: When you choose this domain at 1st level, you gain proficiency in the Intimidation skill.
HYMNS: At 1st level, you learn to inspire your allies with unifying hymns. As an action, you can perform a hymn. Any hymn you perform affects friendly creatures within 30 feet of you who can hear you and understand you, but a creature can be affected by only one hymn at a time. A hymn lasts until you lose your concentration (as if you were casting a concentration spell), you are incapacitated, or you use an action to perform another hymn.You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all uses of this feature when you finish a long rest.
Hymn of Battle. You sing a hymn of battle ordained by your god. Each affected creature gains a +2 bonus to the damage roll of the first weapon attack it makes each round.
Hymn of Passage. You sing a hymn of safe passage through the lands of the unjust. Whenever an affected creature takes bludgeoning, piercing, or slashing damage from a nonmagical weapon, that damage is reduced by 2.
Cleric Skills: Persausion and Insight
***As religion has been given twice, I believe I get to swap one of them. Swap to perception.

Mohammed As`Zaman Bey |

For your equipment, you can sell off anything you do not wish to have at book cost, and then buy extra equipment with the money. Does that help some?? Also, you can exchange items if they are at the same price or lower.
Cool.

Mohammed As`Zaman Bey |

That is correct Jereru. The other background abilities you get to keep, but the stat bonus is ignored for Essence.
I'll correct that

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(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol
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Changing Warhammer to Longsword (Same Price)
Scalemail (not proficient in heavy armour, only Plate)
Light Crossbow + 20 bolts
Explorer Pack
Shield
Holy Symbol
A small reliquary
A set of fine clothes
A prayer book
Pouch containing 15 gp
Am I missing something with extra kit etc?
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Cleric Class Skills: Persausion and Insight
Bonus Cleric skill: Intimidation
Background Skill: Athletics, Religion*
Regional: History, Religion* and Survival
*Swapping one Religion for Perception
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Armor Proficiencies: Light, Medium, Plate and Shield
Weapon Proficiencies: All simple weapons, martial melee weapons, Hand crossbows, heavy crossbows, relic blade

Nevitash |

So I am building my Mechanikal weapon. As far as I can tell I start with a simple Mechanikal weapon and there is no limit to what I can pick.
I say this because I plan to pick up the Clockwork Capacitors to power it. Clockwork capacitors do not produce the most energy, but they can be recharged everyday by winding them up which is the simplest method of having working equipment.
Runeplates have up to 5 Rune Points. How many rune points do I get to start with?